RPGWorld GetRPGWorld() { Entities[] entities = level.entities; RPGWorld world = new RPGWorld(); world.width = level.width; world.height = level.height; world._entities = new Entity[entities.Length]; for (int i = 0; i < entities.Length; i++) { world._entities[i] = new Entity(x: entities[i].x, y: entities[i].y, type: entities[i].type); } // world.width = 4; // world.height = 4; // // world._entities = new [] // { // new Entity(0, 0, Entity.ACTOR), // new Entity(0, 3, Entity.TREASURE), // new Entity(1, 2, Entity.BARRIER), // new Entity(2, 3, Entity.SPIKE), // new Entity(2, 2, Entity.WALL), // new Entity(0, 0, Entity.ACTOR), // new Entity(1, 1, Entity.BARRIER), // new Entity(0, 2, Entity.BARRIER), // }; return(world); }
public FieldOfView(RPGWorld world) { this.m_World = world; this.m_Tileset = this.m_World.Tileset as ChunkTileset; this.m_BroadphaseHeightGrid = new int[Chunk.Width / BROADPHASE_CELL, Chunk.Height / BROADPHASE_CELL]; this.m_BroadphaseAngleGrid = new float[Chunk.Width / BROADPHASE_CELL, Chunk.Height / BROADPHASE_CELL]; this.BroadphaseGrid = new bool[Chunk.Width / BROADPHASE_CELL, Chunk.Height / BROADPHASE_CELL]; }
// Start is called before the first frame update void Start() { level = GetData.getBuild(); _world = GetRPGWorld(); GenerateWorld(); }